PC Alpha 19 Dev Diary

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Was there a nerf to higher difficulties?  I've been 1 shotting everything on insane.  


Shotguns are ridiculously over powered atm, and depending on what you are using for melee, a lot of those will one shot with headshots too.It's the 50% dismember chance in action, you dismember their head and auto one shot. It's basically the only way you can even use some of the bad weapons like Machete and Stun Baton and Junk Sledge, just whack them on the head until you get your RNG dismember proc because they won't die otherwise

I play on the difficulty just below Insane and very regularly one shot with my Fire Axe, and shotgun obliterates EVERYTHING when perked into. I've cleared entire hordes of irradiated with the auto shottie, there's no way it won't be nerfed. During the streamer weekend almost every streamer I watched specifically stopped using it because it was too strong and was over shadowing all the other weapons they wanted to show to the audience

Thanks GUYS!




Pretty sure there actually is a magazine or perk that lets you pick up land mines

Don't know how you play. But if you have an ammo-intensive play style and still don't need to work for your ammo then the game isn't balanced well in that regard.




Ammo is nearly infinite in A19. They toned it waaaaay down from the streamer weekend but it's still so high there's zero reason to ever step foot in a coal or nitrate or lead mine

 
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Ok. I assume you mean by that the waking-up-and-luring-them-somewhere-safe strategy. Will give it a try as I'm playing perception right now. Dangerous though as you have to run through a potentially trap-infested building to get them awake, simply shooting outside doesn't really work well nowadays.

EDIT: I have a hard time picturing how to get more than 2-3 zombies at a time to follow you in the typical dungeon-style POIs. And you need at least 3, better more zombies together to get your mileage out of explosives.
That is true, but if perception is your thing, you should have a few stacks of grenades at all times. They really are not very costly, and you are getting the most springs/parts from your savage operations perk, so relatively speaking that guy should have ability to make 100's of grenades very easily. I always craft 25 per horde night to reduce how much ammo I have to craft and it really works well on groups of zombies.

 
pity later stages of horde nights make land mines and explosives useless. they trigger demolishers and make them blow up your bases. that and the low mag and slower firing rate of perc weapons a little less desirable at later stages. even when I perk Perc, I always keep ak's for horde nigth instead. also intel tree weapon on horde nights have a similar problem since any time a junk turret hits a demolisher from the front or side sets it off.

we just did a 3 man day 35 horde night. junk turrets had to be picked up because of that when the first 3 blew up before we saw them.

edit: this is not a complaint, just observation, and psa to those who havent gotten there yet.

 
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That is true, but if perception is your thing, you should have a few stacks of grenades at all times. They really are not very costly, and you are getting the most springs/parts from your savage operations perk, so relatively speaking that guy should have ability to make 100's of grenades very easily. I always craft 25 per horde night to reduce how much ammo I have to craft and it really works well on groups of zombies.
Hey Joel! I'm currently writting down a game design document about the feedback of the perk system and my view of some perk tree tweaks and additions, would you be willing to take a look once i'm done with it? 

 
. . .were you spying on me yesterday going around collecting meat?

Related, but do living bears even still exist? I've encountered like 6 or so zombie bears, but not a single living one.
They will soon:

[SIZE=11pt]Changed: Added more friendly animals to all biomes (Joel)[/SIZE]

[SIZE=11pt]Changed: Added a low chance for enemy animals to spawn in forest during the day and a higher chance for them to spawn at night (Joel)[/SIZE]

[SIZE=11pt]Changed: Chickens can spawn in forests now (Joel)[/SIZE]

[SIZE=11pt]Changed: All animals respawn much faster than before (Joel)[/SIZE]
 

[SIZE=11pt]I had moved them to night spawns but it was brought up if you never explore DURING the night, then enemy animals would NEVER spawn. That said now there is a chance they will spawn day and night, with different %'s.[/SIZE]

 
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Hey Joel! I'm currently writting down a game design document about the feedback of the perk system and my view of some perk tree tweaks and additions, would you be willing to take a look once i'm done with it? 
Does it include lighting explosives and not throwing them?  If so I highly recommend he DOESN'T!!! Lol

 
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I can think of one...run through several rooms to wake the place up then find a door to close on the angry sleepers....

Light explosive

Throw

BOOM
You could spike some doors off too after you run through a few to slow them down then throw the grenade over the spike.

 
Does it include lighting explosives and not throwing them?  If so I highly recommend he DOESN'T!!! Lol
Haha no, i just haven't reported that bug because it's honestly hilarious and very situational. This document does include 1958 words currently, and i'm still at the pummel pete perk of strength (perception has been dealt with) :D

 
Was there a nerf to higher difficulties?  I've been 1 shotting everything on insane.  
I've noticed it being easier as well on Insane. Not sure about actual zombie hit points, but with the overall increase to ammo and the game not increasing gamestage faster  on the difficulties above the default just makes the game seem easier in general

 
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